Crowfall tendrá beta abierta este 2017
Durante estos días, ArtCraft ha ido realizando diversos directos revelando nueva información sobre su MMORPG Crowfall y ya vimos algunos de los avances y cambios que han realizado como su nuevo sistema de arquetipos y disciplinas.
El usuario Tinnis de los foros de Crowfall ha hecho una estupenda recapitulación de las cosas más importantes que se han hablado en los directo y al final de la lista hemos podido ver que la beta abierta del juego se realizará a finales de este 2017 antes del soft launch, que viene hacer como un lanzamiento limitado del juego para comprobar su viabilidad, aceptación, buen funcionamiento, etc. antes de su lanzamiento final o a gran escala.
Ten en cuenta que esta recapitulación se ha sacado de directos de los desarrolladores por lo que entendemos que son 100% fiables, pero no se ha realizado un comunicado oficial por parte de ArtCraft dando detalles de la beta abierta y mucho menos una fecha en concreto.
Otros datos de interés que hemos podido observar son:
- Los humanos tendrán más fuerza y espíritu que inteligencia
- Las estadísticas para las razas iniciales se cambiarán
- La experiencia de los nuevos usuario será lo ultimo que se trabajará.
Si estás interesado en saber más detalles de Crowfall, te dejo la recapitulación completa a continuación;
- LINK 11 am: “Massive Reveal” Q&A – Creative Director J. Todd Coleman and Design Lead Thomas Blair
- LINK 12 pm: Powers FX – Senior Animator Greg Tapper
- LINK 1 pm: Icons and Runes UI – UX Design Lead Billy Garretsen
- LINK 2 pm: Disciplines 101 – Design Lead Thomas Blair and Senior Designer Mark Halash
- LINK 3 pm: Environment Improvements – Lead Environment Artist Jon O’Neal
- >Caldera and Mountain parcels and grey box castle tour – First look! [time]
- LINK 4 pm: Animation Showcase – Senior Animators Eric Doggett and Andrew Cook
- LINK 5 pm: Wrap-Up – Creative Director J. Todd Coleman and Design Lead Thomas Blair
- notes
- Possible addition of a 4th passive slot
- Incoming cooldowns on changing passives and power load outs
- Spirit whip – all basic attacks jump to two additional targets 50% and 25% damage
- Will fill out race/class combos, if the narrative makes sense for it.
- Humans more str and spirit than intel
- Initial race attributes stats will change
- May also vary number of stones by race
- Powers will go to class but some will go to race
- Wood elfs get the teleport etc
- Fae gets wings – dash.
- Legio rear kick to centuar and their speed bonuses
- Does each race have pro and con? Mainly pros at this point.
- Perhaps crafting stones will go to races too.
- e.g. stoneborn mining. But dont want to make it compulsory and the only obvious choice for something
- Cleric: heals/support stuff. Unsure on resource mechanics. Not just paste of legio powers.
- ranger/stalker merge: merge in rather than cut from stalker. Cut some of the weaker ones. Move some to disciplines.
- Scouting system: enter CW, fog of war on world map. As you move around, like civ, you will open up fog of war. Scouting allows craft blank map object and scrawl on your map the surrounding area as a snapshot. Can trade the map to another player. Map will not update (snapshot of when scouted, will need to go out and refresh).
- Some disciplines will be much more expensive to mak
- Possibly a commander discipline to co-ordinate battle maps etc
- Not totally opposed to say female duelists but wont do it if its stupid
- Armor appearance is based on race rather than class. Weapon will be more of a combo or based on crafting design decisions.
- Promotions: “lets wait on it”….future design work. TODD: “I dont know”. Need to see how current discipline feel against using promotions and how it feels for the character progression.
- New user experience – last thing to work on.
- min/max hardcore experience. No hand holding. Hard choices. You can make good combos and bad combos.
- (but not only for min maxers just not super casuals. Has optional depth)
- Land parcels/houses/crafting stations – recipes coming in.
- craft/harvest disciplines – replacing potions. A way to leg up for new people getting in.
- 40 or 50 mining skill to get the rank 10 nodes (new characters couldn’t or shouldn’t be able to harvest them)
- Cannot stack disciplines of the same type that are power related – but the stats do stack. e.g. range
- Would still like to do transform polymorph disciplines e.g. were-creatures
- Not sure how many more combat disciplines we will do but too many will end up with a case where some just arent used or viable…
- Can also add more races and classes after launch potentially as well.
- e.g. totem tech – drop an object, pulses effecs, can be destroyed.
- Will keep implementing themed stones etc.
- Consistent colour effects for powers e.g. cleanses or heals to tell what is going on
- Master of Arcane – nova – pulls enemies to you
- Illusionist – Shadow sight – sees those in stealth around you
- Spirit whip only works on melee basic attacks
- Songs should be interrupted if the bard is CC’d eg stun
- Songs refresh every 6 seconds
- Discipline sheet> Racial disciplines? Advantages?
- Songs – range between 50-75 meters
- Song twisting minor rune – Each has basic and empowered version to trigger empower use song twisting rune – play all 4 songs within 6 seconds – activates buff – next song is empowered version “pure voice”
- Troub and bard song numbers can be swapped to do the super twists e.g. bard 1, 2 and troub 3, 4
- Toggle = refreshes every 6 seconds or until cc’d
- Improved speed song empower is 45% out of combat and 15% in combat
- while normal is = 35% out of combat . 10% in combat.
- Songs are group only
- Stabilising physics before introducing more physics based powers etc
- Now the tech to make terrain go up to then properly dig down – real canyons and depth
- Desert biome next
- Streams and waterfalls
- Unknown swimming
- Fae – gliding and double jump. (fae druid, frostweaver and assassin will get these)
- Assassin will be the fastest attacking character
- Shift to races meant they did not tie wings to assassin attacks directly. Might do some as a variant for fae, but unknown.
- Possibly training dummies in soon
- Still unknown about giving the frostweaver the chain weapon. Perhaps making it a discipline?
- 2 years and 3 months since kickstarter
- Firehose healing and clerics….severely toned healing down with disciplines introduction (no more weapons bonuses on heal powers…)
- “Open beta is at the end of the year”
- “Open beta before soft launch”